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		[page:Object3D] &rarr;

		<h1>[name]</h1>

		<div class="desc">Creates 6 cameras that render to a [page:WebGLRenderTargetCube].</div>

		<h2>Examples</h2>
		
		<div>[example:webgl_materials_cubemap_dynamic materials / cubemap / dynamic ]</div>
		<div>[example:webgl_materials_cubemap_dynamic2 materials / cubemap / dynamic2 ]</div>
		<div>[example:webgl_materials_cubemap_dynamic2 shading / physical ]</div>
		
		<code>//Create cube camera
		var cubeCamera = new THREE.CubeCamera( 1, 100000, 128 );
		scene.add( cubeCamera );
		
		//Create car
		var chromeMaterial = new THREE.MeshLambertMaterial( { color: 0xffffff, ambient: 0xffffff, envMap: cubeCamera.renderTarget } );
		var car = new Mesh( carGeometry, chromeMaterial );
		scene.add( car );
		
		//Update the render target cube
		car.setVisible( false );
		cubeCamera.position.copy( car.position );
		cubeCamera.updateCubeMap( renderer, scene );

		//Render the scene
		car.setVisible( true );
		renderer.render( scene, camera );
		</code>
		

		<h2>Constructor</h2>


		<h3>[name]([page:number near], [page:number far], [page:number cubeResolution])</h3>
		<div>
		near -- The near clipping distance. <br />
		far -- The far clipping distance <br />
		cubeResolution -- Sets the width of the cube.
		</div>
		<div>
		Constructs a CubeCamera that contains 6 [page:PerspectiveCamera PerspectiveCameras] that then
		render to a [page:WebGLRenderTargetCube]
		</div>


		<h2>Properties</h2>



		<h3>[property:WebGLRenderTargetCube renderTarget]</h3>
		<div>
		The cube texture that gets generated.
		</div> 

		<h2>Methods</h2>



		<h3>[method:todo updateCubeMap]([page:todo renderer], [page:todo scene])</h3>
		<div>
		renderer -- The current WebGL renderer <br />
		scene -- The current scene
		</div>
		<div>
		Call this to update the renderTarget.
		</div>

		<h2>Source</h2>

		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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